ssg will nerf Legen Strength of Arms in 3 month right when most players start to enjoy it and ppl will be mad

Rage

Well-known member
Guys…

Just wait I think this is an all classes kinda thing in terms of power scaling.

I think we’ll think LegSoA is actually underpowered once the caster pass/review gets implemented.

Ultimately, this is some kind of power push toward the 40 cap.

My advice is to start building up your caster alts for the inevitable caster buff and the change in the meta-merry-go-round.
 

in4theride75

Well-known member
Speaking from my anecdotal experience with the feat anything under r3 my builds are effectively immortal. From r4-r7 it's like have an extra 1k hp. R8+ it has almost no impact. Can't keep the temp HP long enough to stack it. Only 350 melee power though.
 

rabidfox

The People's Champion
Speaking from my anecdotal experience with the feat anything under r3 my builds are effectively immortal.
That's why it'll get nerf'd. My guess it they'll change it to be more like affirmation; 1 stack(non-stacking) w/temp HP amount refactored based off this, with 1 min ICD/1 min duration. And then 30s/30s for the upgraded version. So it's enough to eat the occasional stray cleave/attack from a boss in quest/raid when not tanking or other occasional damage, but not enough to make casting heal pointless in certain difficulties.
 

Gimp

Well-known member
Game play changes over time OP. Get your panties out of a bunch...if SSG nerf...they nerf. It is ridiculous how so many run to the forums because of a change. The game changes...states it right in the ToS. It has changed quite dramatically over the last 20 years. It will be ok...regardless of what they do. Because whatever they do....ill find a way to adapt and overcome, regardless.
 

Concavenator

Well-known member
Game play changes over time OP. Get your panties out of a bunch...if SSG nerf...they nerf. It is ridiculous how so many run to the forums because of a change.
right right....its almost like the forum is made for giving feed back on changes, hard to to fathom i know but its a crazy world we live in
 
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Nickodeamous

Well-known member
Speaking from my anecdotal experience with the feat anything under r3 my builds are effectively immortal. From r4-r7 it's like have an extra 1k hp. R8+ it has almost no impact. Can't keep the temp HP long enough to stack it. Only 350 melee power though.
This is pretty much my take. This is fine if you are running mid-high skull, but under R4, it's great for melee...i mean, melee do actually have to stand next to the mob and take more hits than ranged...sooo take what you will from that.
 

saekee

long live ROGUE
They will add some annoying internal cooldown is my bet.

Joined an EH Relentless and it was funny to see all the melee builds just surround the boss and beat it down unflinchingly even as it did its feared super whirly.
 

Glargfest

Well-known member
Ultimately, this is some kind of power push toward the 40 cap.
Yeah, this. I suspect future content is gonna be more or less balanced around melees taking this feat line, while ultimately trivializing older content. I can see why folks wouldn’t like that though.

It is nice having it and not getting one shot in high skull quests as a squishier melee, so I’m a fan.
 

LurkingVeteran

Well-known member
This is pretty much my take. This is fine if you are running mid-high skull, but under R4, it's great for melee...i mean, melee do actually have to stand next to the mob and take more hits than ranged...sooo take what you will from that.
The way it's designed there is basically a soft treshold on incoming damage over 6s. When damage is typically less than one stack worth, you can easily build it to multiple stacks that refresh. This can be helped by CC, other defensive buffs or having someone else tank. Then you become very tanky up to another hard threshold where you typically take more than max stacks worth of damage over 6s.

This is best for glass cannon DPS (with cc) and worst for (off)tanking melee. This might be intentional but I'm not sure, they never said why they added this. Off-tanking melee might deserve to get more out of it, so one solution would be to reduce the number of stacks and possibly reduce cooldown to compensate.
 

Kitty2Meow

Well-known member
Maybe scale the temp HP with numbers of skull, so lower difficulties won't be too easy.
Elite or lower : 20%
Reaper 1 - 2 : 30%
Reaper 3 - 4 : 40%
Reaper 5 - 6 : 60%
Reaper 7 - 8 : 80%
Reaper 9 - 10 : 100%

With this idea, maybe it can also be applied to Ranged martial as well, the farther you are away from your targets, the higher the chance your arrows/bolts will get deflected.
A good example is like the Giant Bear in The Dryad and the Demigod, it roar does more damage the farther away you are and can easily one shot you on harder difficulty. (you think you are safe from standing a mile away, then get one shot)
 
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rabidfox

The People's Champion
Maybe scale the temp HP with numbers of skull, so lower difficulties won't be too easy.
Elite or lower : 20%
Reaper 1 - 2 : 30%
Reaper 3 - 4 : 40%
Reaper 5 - 6 : 60%
Reaper 7 - 8 : 80%
Reaper 9 - 10 : 100%
At that point, they could just reduce the damage mobs do in higher skulls and make the ability balanced around easy difficulties.
 

Concavenator

Well-known member
Maybe scale the temp HP with numbers of skull, so lower difficulties won't be too easy.
Elite or lower : 20%
Reaper 1 - 2 : 30%
Reaper 3 - 4 : 40%
Reaper 5 - 6 : 60%
Reaper 7 - 8 : 80%
Reaper 9 - 10 : 100%

With this idea, maybe it can also be applied to Ranged martial as well, the farther you are away from your targets, the higher the chance your arrows/bolts will get deflected.
A good example is like the Giant Bear in The Dryad and the Demigod, it roar does more damage the farther away you are and can easily one shot you on harder difficulty. (you think you are safe from standing a mile away, then get one shot)
the real power of this feat is at r9-10, the lower the R the less its needed because u can just use normal self heal.
 

LurkingVeteran

Well-known member
the real power of this feat is at r9-10, the lower the R the less its needed because u can just use normal self heal.
I mean, an extra ~2k HP is probably pretty useful on fragile builds even on lower reaper. It's probably amazing on monks and assassins since dodge is random. Even hybrids with heals could get a lot of mileage out of it. I'm tempted to pick it up on pure casters, but you need to be in melee range every 10s so I'm not sure the inconvenience is worth it.
 

Vua

Well-known member
the real power of this feat is at r9-10, the lower the R the less its needed because u can just use normal self heal.
For certain builds maybe. Those with enough dodge or AC so the hits are spread out. It's not some magic shield that prevents death in high reaper, it's an extra hit you can take for most people, if you manage to build the stacks to begin with. It's fairly useless against trash mobs, so it's for boss fights. You aren't going to become R10 solo capable with this unless you were already on the cusp of it.
 

Bjond

Well-known member
... I'm at cap, and I only have 200.
My guess is that you don't have a 210K Sentient Jewel. That's HUGE for stacking MP.

Lazy SXP route: ransack Isle of Dread purples every week. Takes about an hour and pulls about 16K SXP per character. Works best if you have alt account/s you can tow along and/or multiple characters that can solo them, but other than that it's just patience. Roughly 3 months and your jewel is capped -- cut that in half or less with alts & alt-accounts.

I usually force-spawn the Trex (port to tar pit, check, exit & reset until spawn), then hit Demon, and then (maybe) run past Dragon. The Dragon isn't up enough to be time-efficient and is too far to reasonably force-spawn, but the variety can make it less dull.

Other people swear by more intense methods, like ransacking Salt wilderness and saga, but I don't want to live in game and thus FAR prefer the low time required for IOD cycles.
 
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